/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 *
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.handler.itemhandlers;

import net.sf.l2j.Config;
import net.sf.l2j.gameserver.handler.IItemHandler;
import net.sf.l2j.gameserver.model.L2ItemInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PlayableInstance;
import net.sf.l2j.gameserver.network.SystemMessageId;
import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;
import net.sf.l2j.gameserver.network.serverpackets.ExAutoSoulShot;
import net.sf.l2j.gameserver.network.serverpackets.MagicSkillUser;
import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
import net.sf.l2j.gameserver.templates.L2Item;
import net.sf.l2j.gameserver.templates.L2Weapon;
import net.sf.l2j.gameserver.util.Broadcast;

/**
 * This class ...
 * 
 * @version $Revision: 1.1.2.1.2.5 $ $Date: 2005/03/27 15:30:07 $
 */
public class BlessedSpiritShot implements IItemHandler {
	// all the items ids that this handler knowns
	private static final int[] ITEM_IDS = { 3947, 3948, 3949, 3950, 3951, 3952 };
	private static final int[] SKILL_IDS = { 2061, 2160, 2161, 2162, 2163, 2164 };

	/*
	 * (non-Javadoc)
	 * 
	 * @see
	 * net.sf.l2j.gameserver.handler.IItemHandler#useItem(net.sf.l2j.gameserver
	 * .model.L2PcInstance, net.sf.l2j.gameserver.model.L2ItemInstance)
	 */
	public synchronized void useItem(L2PlayableInstance playable,
			L2ItemInstance item) {
		if (!(playable instanceof L2PcInstance))
			return;
		L2PcInstance activeChar = (L2PcInstance) playable;
		L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
		L2Weapon weaponItem = activeChar.getActiveWeaponItem();
		int itemId = item.getItemId();
		if (activeChar.isInOlympiadMode()) {
			SystemMessage sm = new SystemMessage(
					SystemMessageId.THIS_ITEM_IS_NOT_AVAILABLE_FOR_THE_OLYMPIAD_EVENT);
			sm.addString(item.getItemName());
			activeChar.sendPacket(sm);
			sm = null;
			return;
		}
		// Check if Blessed Spiritshot can be used
		if (weaponInst == null || weaponItem.getSpiritShotCount() == 0) {
			if (!activeChar.getAutoSoulShot().containsKey(itemId))
				activeChar.sendPacket(new SystemMessage(
						SystemMessageId.CANNOT_USE_SPIRITSHOTS));
			return;
		}
		if (activeChar.isParalyzed()) {
			activeChar
					.sendMessage("You Cannot Use Soulshots While You Are Paralyzed!");
			activeChar.sendPacket(ActionFailed.STATIC_PACKET);
			return;
		}
		// Check if Blessed Spiritshot is already active (it can be charged over
		// Spiritshot)
		if (weaponInst.getChargedSpiritshot() != L2ItemInstance.CHARGED_NONE)
			return;
		// Check for correct grade
		int weaponGrade = weaponItem.getCrystalType();
		if (weaponGrade == L2Item.CRYSTAL_NONE && itemId != 3947
				|| weaponGrade == L2Item.CRYSTAL_D && itemId != 3948
				|| weaponGrade == L2Item.CRYSTAL_C && itemId != 3949
				|| weaponGrade == L2Item.CRYSTAL_B && itemId != 3950
				|| weaponGrade == L2Item.CRYSTAL_A && itemId != 3951
				|| weaponGrade == L2Item.CRYSTAL_S && itemId != 3952) {
			if (!activeChar.getAutoSoulShot().containsKey(itemId))
				activeChar.sendPacket(new SystemMessage(
						SystemMessageId.SPIRITSHOTS_GRADE_MISMATCH));
			return;
		}
		if (!Config.UNLIM_SHOTS) {
			// Consume Blessed Spiritshot if player has enough of them
			if (!activeChar.destroyItemWithoutTrace("Consume",
					item.getObjectId(), weaponItem.getSpiritShotCount(), null,
					false)) {
				if (activeChar.getAutoSoulShot().containsKey(itemId)) {
					activeChar.removeAutoSoulShot(itemId);
					activeChar.sendPacket(new ExAutoSoulShot(itemId, 0));
					SystemMessage sm = new SystemMessage(
							SystemMessageId.AUTO_USE_OF_S1_CANCELLED);
					sm.addString(item.getItem().getName());
					activeChar.sendPacket(sm);
				} else
					activeChar.sendPacket(new SystemMessage(
							SystemMessageId.NOT_ENOUGH_SPIRITSHOTS));
				return;
			}
		}
		// Charge Blessed Spiritshot
		weaponInst
				.setChargedSpiritshot(L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT);
		// Send message to client
		activeChar.sendPacket(new SystemMessage(
				SystemMessageId.ENABLED_SPIRITSHOT));
		Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUser(
				activeChar, activeChar, SKILL_IDS[weaponGrade], 1, 0, 0),
				360000/* 600 */);
	}

	public int[] getItemIds() {
		return ITEM_IDS;
	}
}
